“The incredible losses attached to uDraw, massive wasted capital in the unpublished MMO that was cancelled, [and] sticking with children’s and casual titles far after mobile and tablets had killed the business, [and] bad, late, or otherwise inferior titles like Homefront, and a generally haphazard and inefficient approach to deal making,” he said.

“There are certainly things to be said about challenges in the mid-tier triple-A publishing business, but I don’t think that conflating it with THQ’s experience is helpful. I think that luck plays a role in success and failure, but THQ’s decisions and execution were the major reason for its failure.

“It would be a cop-out to say that bad luck was the predominant force. Could Homefront have caught a nerve and sold 10 million copies? It’s possible I guess, but probably not without better production. And it’s hard to attribute a cancelled MMO to bad luck. That was simply a bad decision in a sea of bad decisions.”

Rubin went on to say he was “extremely pleased” Crytek hired many of the core team member at Vigil.

“As I have said elsewhere, I consider it a failure on my part that I was not able to save the whole team,” he said. “I made many calls to potential buyers, effectively begging them to take a look at Vigil during the process, but there were no takers.

“I think that is a result of timing, and confusion over Darksiders’ quality and sales rather than an indication of the value of the team. I am very happy for [studio boss] Dave Adams and the team and wish them the best.”